Welcome back all. I wanted to discuss pillz. Specifically, how to pill, when to pill, and how many pillz. These three questions are going to change depending on your battle circumstance, but there are a couple of rules I personally go by; which I will share with you now. I encourage whosoever reads this to join in the discussion and really get the ball rolling on specific strategies, clans, and even singular cards. So to start:
1. The most important round is the first one. After evaluating your opponents team composition, you choose a card to lead in with. The average number of pillz to use on a round 1 play is 4. Specific scenarios aside, the magic number 4 usually sees you victorious versus a low/no pill bluff from your opponent and sees you in a healthy state of later round potential in a loss from an high pill response from your opponent.
2. Usually, if you are outmatched card for card you want to reduce that number to 2.
3. When winning the first round is a necessity, you need to pill 6. When it would be nice to win, but not worth putting you at a low pill deficit, you need to pill 5.
Pilling more than 6 off a lead in, except in fringe cases, can see you at a devastating loss due to a round 1 bluff from your opponent. Having at least 6 pillz to work with gives you a lethal edge on your opponent in the later rounds and forces them to pill down to your level in rounds they can't afford to lose. Predicting those rounds will give you an edge in the battle.
No way to solve it its just pure luck i liken it to a penalty in football/soccer like you said you either nopill go half or go all in those three options yes. What you can do to prevent this from happening though is to kill your games by round 2 or keep your pills hope they pill and win round 3 and 4 by what i call "spacing your opponent" ie by playing half your pillz and even if your opponent plays all in both rounds (which is not possible) you'll still win it works decently with Dominion but i was just experimenting with them i hardly played this week so yeah you can give it a shot yourself.
As the King said. There is no way to stop the 50/50 unless you are dominating and have already clinched the victory in 2 rounds. Actually bringing the game to a 50/50 is a testament of skill. Bluffing your opponent or going for it is the nature of the beast. Try to evaluate how they played the previous rounds to lead them into challenging your play or thinking you are bluffing...then nail em.
The entire thread is overanalyzing everything and imposing abritrary number of pillz when attack is what matters to win the round and damage is what matters to win the match. If my opp has cards with 8 3 3 3 damage and opens the card with 8 damage then it would be ok to cover 7-8 pillz because otherwise he would have to win 3 rounds or 2 with fury, even if he olded and you covered you would still have advantage. There can't be a strategy to always follow, just consider you and your opp cards, which cards must win each round, pill accordingly to have more probability of winning, etc.
edited by AaaBattery sunday 07/06/2020, 06:52
I got no problem with people making these kind of threads but I have to agree with elsandunguero on this one
If you really want to make a prober guide about "How to play pillz" then you need to count every possible scenarios... All the way from a 1,1,1,1 Vs 9,9,9,9 power battle to something more normal. Every possible situation of power battle needs to be counted. Right after the power simulations is done, then comes the next simulation where abilities and bonuses also gets counted in.
It's going to take a lot of work to do
Of course it's situational but these situations can be divided into broad categories with ways to USUALLY best deal with each. You needn't consider EVERY possible game pill for pill
1. If you're in a terrible matchup, you've nothing to lose from making a risky play in pill terms to confuse the opponent & if it works snatch victory. If you're not, don't risk it
2. If your deck is designed to win battles by hitting heavily in 2 rounds, or reducing damage done to you, pill in such a way that makes that goal more likely
3. If instead your deck is designed to win battles by preventing the opponent win more than 1 round, pill in such a way that makes that goal more likely
4. If your opponent's drawn hand looks designed with a specific game plan in mind, sometimes pilling to foil their pilling game plan is more important than following your own
Dealing with these 4 situations is the 2nd biggest divider between the highest and lowest ranked players
The 1st divider is the ability to build a deck flexible enough to achieve both goals in situations 2 and 3 that also isn't hard countered by much of the meta. Sadly with so many clans and viable cards nowadays it's difficult to work out what such a deck is, and the meta often fluctuates rendering yesterdays dominating deck destroyed by everything